Is there a way to limit wheel traction? to make a rear wheel drive vehicle for example.
@amirhm64592 күн бұрын
I have same question actually, the setting should be in per wheel basis. However, I couldn't find the variable to turn off receive drive input, even in the VehicleSimWheelComponent.cpp. DriveTorque variable is deep in the engine. I guess we still need to wait until this plugin is fully implemented.
@odemilsonsconieczni4728Күн бұрын
@amirhm6459 unfortunately, yes :/ I hope they release it soon.
@Battal_Gazi8 күн бұрын
Gj go on pls
@Battal_Gazi8 күн бұрын
As a Battletech/Mechwarrior fan, i found this exciting
@amirhm64595 күн бұрын
Thank you
@ryanke669516 күн бұрын
Hi where is the plugin example? I found the content empty.
@amirhm645915 күн бұрын
Hello, the plugin example is as separate plugin, search: "chaos modular vehicle examples" in the plugin window
@ryanke669514 күн бұрын
@@amirhm6459 Thanks mate
@odemilsonsconieczni472817 күн бұрын
Amazing, finally someone made this work haha, thanks!
@amirhm645916 күн бұрын
thank you, hope it's helps
@amirhm645919 күн бұрын
Grab the finished project here if you need: amirhm.gumroad.com/l/hjhnnb
@vast634Ай бұрын
Nice spaceship model. I like the mechanical animations.
@amirhm6459Ай бұрын
Thank you
@HitrylogyGameDevАй бұрын
This is a fantastic procedural tool! The placement of buildings and stairs seems intuitive and easy to use. Scattering small props using physics calculations, then fixing them below a certain velocity is a great idea! I'd never thought of a method like this.
@amirhm6459Ай бұрын
@@HitrylogyGameDev Thank you, the logic is simple actually, just like 2d tilemap but in 3d using modular pieces.
@HitrylogyGameDevАй бұрын
@@amirhm6459 Thank you! I'll start by thinking about the logic in 2D.
@liontamerinteractive3976Ай бұрын
I'm jealous
@amirhm6459Ай бұрын
haha thank you
@ロボ軍団作りたい人2 ай бұрын
Mech Warrior?😃😃😃
@amirhm64592 ай бұрын
@@ロボ軍団作りたい人 yeah similar tank walker mech style
@ロボ軍団作りたい人2 ай бұрын
☺☺☺👌👌👌
@amirhm64592 ай бұрын
@@ロボ軍団作りたい人 thank you
@zao70352 ай бұрын
Are the individual body parts separate objects attached to a invisible skeleton? or is this some kind of shader magic?
@amirhm64592 ай бұрын
@@zao7035 It is shader, only use one skinned mesh, one material instance and one skeleton. The booleans to turn on off is from the shader.
@zao70352 ай бұрын
@@amirhm6459 Interesting, but how does the mech know which body part should be taking damage? And how does the bullet know if it should ignore arms that has already been destroyed?
@amirhm64592 ай бұрын
@@zao7035 Great question, I make the system as individual components. There is bullet components, health components with colliders for each body parts, and shader component. Each body parts have individual colliders parented to the armature bones. The bullet can detect collision with the body colliders only, when the collision happens, the bullet will call the collider component to perform damage based of the bullet power. The body collider also will set the shader parameters if the body part health is below zero. It definitely takes more time to setup system like this, but I found component based system is very scalable in long terms and every change or upgrade on the component will not make other components broken
@amirhm64592 ай бұрын
And to make the bullet not detecting if the body part is broken. Simply I deactivate the collider in health component when the health component is below zero. Specific for chest health component if the health of this below zero, will triggering the death sequence
@zao70352 ай бұрын
@@amirhm6459 Thank you for sharing, I made a similar system a while back using an entirely opposite approach, I used separate mesh for separate body part, and I used inheritance instead of composition. And I now have a sudden urge to rewrite my entire project...
@SeraphimSimu2 ай бұрын
LETS GOOOO MECH CONTENT IN GODOT MY GOAT!
@amirhm64592 ай бұрын
Many thanks!!
@007Kevler2 ай бұрын
Looks good. Do you want little advise?
@amirhm64592 ай бұрын
Yeah sure any feedback is appreciated. I can't implement all the feedbacks for many reasons. However, I will keep in mind and make your feedback as considerations to help me to make better game
@007Kevler2 ай бұрын
@@amirhm6459 I highly recommend finding old Blizzard materials from the Overwatch developers. I really liked how they talked about the importance of the characters' gait. It can say a lot about the character himself, about how dangerous he is. Bastion's movement is a good example of bipedal movement. Unfortunately, I cannot find the exact title of the video or article. In the game you aim to show off a war machine. A heavy mech with weapons capable of penetrating heavy armor. Study the video of how tanks move. They cannot brake or accelerate instantly. Small and light details on them also allow you to clearly show the weight and acceleration of the mech. The guns of tanks and ships have a stabilization system. Although the frame can oscillate wildly, the weapon remains almost motionless. Divide the combat mech's movement into three separate parts. While the legs will move the most, the body should sway less as you walk. And your hands should remain practically motionless. If the HUD elements also move differently, this will create a great effect that the player is controlling the mech and not just seeing a stationary drawing on the monitor. HUD is not just information about how many lives and ammo you have. Through it you can convey the footsteps of a mech, the recoil of a gun shot, or a hit on you. Recoil of guns. Just look at the video "[1440P][Overwatch][60FPS] New Bastion: WHAT IS THIS BULLET SPREAD?" This is a great example of what a rapid fire weapon's recoil compensator would look like on a mech. Artillery is an excellent material for inspiration when you want to show how a powerful weapon fires. I hope these observations will help you do what you want even better.
@revlouder58652 ай бұрын
Btw if you need sdx for the guns i can help youw oth that for free
@amirhm64592 ай бұрын
Big thanks, really appreciated. I can't bother anyone for this project. When I need some and can give you something in return, I will ask you
@revlouder58652 ай бұрын
Yo im excited
@KWART_O_MANIA2 ай бұрын
What is the goal of the game?
@amirhm64592 ай бұрын
The game will be mission based combat mech game like Armored Core (classic) or Mech Warrior story mode. There will be many missions, but for the demo (on the way) there will be just one or two for testing the gameplay and gathering feedback about the gameplay
@KWART_O_MANIA2 ай бұрын
@@amirhm6459 That sounds awesome! A mech game like Armored Core or MechWarrior? I’m all for it! Having just one or two missions in the demo is a great idea- Can’t wait to see it in action!
@jak00bspyr722 ай бұрын
You should work on that running animation. You tried to make it look like a human would run, especially with these arms movements. It looks too organic, and these movements are unnecessary when the movement is completely mechanical. Especially if during that movement the gun barrels are pointed towards the ground and almost touch it. Imagine if the robot ran somewhere else then on an ideal, flat platform.
@amirhm64592 ай бұрын
Thank you for your feedback
@defuncthusky66492 ай бұрын
For the running animation if you can try to introduce a gait to the waist, and add slight counter twist to the torso and have the arms remained leveled pointing to the enemy. That will give q motion that makes sense while remaining tactical and mechanical
@jak00bspyr722 ай бұрын
@@defuncthusky6649 It would even be best if the guns remained perfectly leveled all the time no matter the movements, like cannons in modern tanks that are stabilised so the tank may shoot accurately while moving even on rough terrain.
@defuncthusky66492 ай бұрын
@@jak00bspyr72 the gun is leveled, ofc the guns will counter rotate from the shoulders as the torso twists. But this is a mech with moving limbs not a rigid tank with 3 limbs (chassis, turret, cannon), if you want stable running you need to move abit. Besides in tansk shooting while moving is not very common
@amirhm64592 ай бұрын
Thank you guys for the awesome discussions, the idea why the gun is not leveled when running is for gameplay reason, it is the substitute of dashing. And the mech cannot shooting during running It is mean for fast positioning without making it too powerful and make the walking obsolete. Thanks again, I will update the animations to make it better.
@PurpleMushroomHead22 ай бұрын
Honestly looks great
@amirhm64592 ай бұрын
Thank you
@krishonk77542 ай бұрын
Please continue, I insist!
@amirhm64592 ай бұрын
@@krishonk7754 Sir yes sir!
@darknetworld2 ай бұрын
It feel more real that good.
@amirhm64592 ай бұрын
Thank you!
@Drakuba2 ай бұрын
i hope you plan on adding component damage, whats the point of mechgame if you cant cripple your opponents or get crippled in a fight but still finishing the mission reagardless? healthbars are lame
@amirhm64592 ай бұрын
@@Drakuba thank you for the feedback, yes this is important feature and was planned. However it will takes time to implement because there still tons of works to do in other aspects
@Drakuba2 ай бұрын
@@amirhm6459 neat👍
@nawhz62923 ай бұрын
Sheesh on a leash! Armored core 4 life
@amirhm64593 ай бұрын
Let's goo!!!
@jupiterbjy3 ай бұрын
I root for this, great work
@amirhm64593 ай бұрын
Thank you for your support
@Alucard_Seven3 ай бұрын
looks good dude, GL with this project.
@amirhm64593 ай бұрын
Thanks man!! Appreciated!
@EagleTopGaming3 ай бұрын
Looking pretty cool.
@amirhm64593 ай бұрын
Thank you!!
@tomrobin94237 ай бұрын
Cool!
@amirhm64597 ай бұрын
Thank you
@FariCorporations8 ай бұрын
Nice!
@amirhm64598 ай бұрын
Thanks you
@mirandaart30128 ай бұрын
love the character, and i can only imagine what the environment will look like! good job and cant wait to see it progress!
@amirhm64598 ай бұрын
Thank you, still working on it
@Tá_Sério8 ай бұрын
A jornada do cubo de pau
@jupi06798 ай бұрын
That looks absolutely amazing, especially as you walk out of the pipe and the space opens up before you!
@amirhm64598 ай бұрын
Thank you, I'm glad you like
@hocineache70338 ай бұрын
Amazing, can't wait to see what it will evolve to
@amirhm64598 ай бұрын
Thank you for the support
@sinksinkswim8 ай бұрын
Very cool looking level design! I think the character could bounce a little more while running, as that would be more in keeping with how it has a breathing animation when idling.
@amirhm64598 ай бұрын
That's really great idea, I will try to add more bounce while keep the movements robotic, thank you.
@Slappynote8 ай бұрын
That looks awesome! Keep it up!
@amirhm64598 ай бұрын
Thank you
@YelloTheCreator10 ай бұрын
Looks like it's made for Carmageddon Max Damage mod. But I actually like this design! :D
@amirhm645910 ай бұрын
Thank you
@ProjProd11 ай бұрын
You've done a great job bro! The video is so liiiit🔥🔥! If you're interested in Unreal Engine 5 and all its subtleties, don't hesitate to take a look at the page :) I hope it will help you get the most out of it!
@amirhm645911 ай бұрын
Thank you for your kind words. Wow, your channel is really fresh, I will watch later and learn more about UE from your videos, thank you.
@user-jw8jn7lh8c Жыл бұрын
comedically chummy vehicle
@amirhm6459 Жыл бұрын
Thank you
@johntestement969 Жыл бұрын
Amazing work! Are you willing to share your blueprints?
@amirhm6459 Жыл бұрын
Thank you. Yeah I like to share the blueprint, but this physics setup is very trial bike specific. This is not good base for normal bike style like bmx or mtb. Maybe I will try to make physics bike setup for more normal bike so people can use it as base.
@johntestement969 Жыл бұрын
@@amirhm6459 Thanks for the reply. I would love to see the blueprints as they are. I am learning this stuff and would love to learn from your work. I am creating a Bali mountain bike experience as a learning project.
@amirhm6459 Жыл бұрын
@@johntestement969 This trial bike project is not just a single blueprint, I make the wheel, the bike, the balancing, the weight shifting, the rider and so on, as separate blueprints. It is too complicated for learning. If you really want to learn, you can follow this unreal vehicle physics user guide: docs.unrealengine.com/5.2/en-US/how-to-set-up-vehicles-in-unreal-engine/ It is easy to follow. In this early video I use the unreal vehicle physics before I make my own setup: kzbin.info/www/bejne/enSvfqeEor2rf80
@Bengkelmasung2 жыл бұрын
Terbaik sampean mas, gk sabar buat maininya kalau udh bisa didownload ❤❤
@amirhm64592 жыл бұрын
Terimakasih mas Ung 🙏🙏🙏
@norrisallison17252 жыл бұрын
promosm
@OldTires2 жыл бұрын
looks awesome!
@amirhm64592 жыл бұрын
Thank you!!
@Undeblfigh2 жыл бұрын
Finished yet
@amirhm64592 жыл бұрын
Sadly no, I decided to abandon this project long time ago. And this year I started to make game again, this time is SHMUP game to learn Unreal Engine. Maybe in the future I will make beat em up game again
@anitaswier49062 жыл бұрын
🏃 p̳r̳o̳m̳o̳s̳m̳
@BboySalamon5 жыл бұрын
Very nice bro, keep going!
@vroneymahoney7 жыл бұрын
great work!
@amirhm64597 жыл бұрын
Thank you Spatzi :)
@amirhm64599 жыл бұрын
i just 3d artis with less skill on the programming, and i realize fighting game is very complex on programming, so its need good programmer to finish this, for now i not have enough time but if someone want to continue this game i will happy, all the game ideas still on my head, i can write downt to GDD
@domnetrix9 жыл бұрын
it honestly has a lot of potential
@domnetrix9 жыл бұрын
dude this looks like a good game why?? at least leave it with a community so people can continue with it. its good work would really be a shame to let it go to waste